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Final Thoughts from an Early MOD player....

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What I am concerned with, is the devs giving in and simply watering every thing down to appease the complaining. When really they just need to finish what the started and really dial it in

This isn't the first time I've seen comments like this from different posters, but what exactly is everyone saying has been watered down?

What are people saying that BI has dumbed down to cater to apparently console based players or people who want a more mainstream game?

I'm not advocating either stance, I want this game to be hard even though I can't play it a lot because I enjoy the struggle... I'm just curious as to what exactly these issues are, if people could expand or explain I'd be grateful.

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This isn't the first time I've seen comments like this from different posters, but what exactly is everyone saying has been watered down?

What are people saying that BI has dumbed down to cater to apparently console based players or people who want a more mainstream game?

I'm not advocating either stance, I want this game to be hard even though I can't play it a lot because I enjoy the struggle... I'm just curious as to what exactly these issues are, if people could expand or explain I'd be grateful.

Correct the game should be a struggle.......but the mechanics have to work correctly. There are many issues server wait times ON 1st try,, persistants hardly working, truck bugs, leaving items on the ground just for them to dis appear  ect ect ect.....The game was has a long list of mechanics that are incomplete and are out of balance. The devs know that, they also have been up front about it..every one knows it is early access....Thats why I said in my post.....Just wait til its complete if you dont want to deal with the growing pains. I am not dissing them, but I am questioning the early access model being used so commonly now after the SA. Steam is pushing them out like crazy now.....

 

Also this is now a main stream game hate to tell you, so is the company that is making it. This isn't like some nitch band you hear play done at some venue and happen to buy a record that no one has. This is a vary well known game.

Edited by CJFlint

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Dayz Mod was a a free super mod for arma 2...........FREE.....it was by far the most popular mods for the arma series......but it is still a mod which there is a metric ton of for arma 2

 

DayZ SA is a stand alone that is in alpha phase......30 $ last I checked.

 

Not sure what your saying......

 

 

That mod created by one guy is still superior to a SA version that had a proper budget and a team of devs.

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That mod created by one guy is still superior to a SA version that had a proper budget and a team of devs.

 

The mod is a bunch of scripts, based off of a game that had a proper budget and a team of devs. You act like it was made from scratch. Make all players spawn without items. Make guns spawn in certain locations. Make a simple basic needs system. Done. The standalone is far more complicated at a basic level and has the potential to be so much more. The mod got stuck in a rut, which is why you see tanks and helicopter gunships driving around. It is inseparable from Arma2.

 

I have no problem with interchangeable ammo. I never played the mod, but didn't most guns spawn with a couple of magazines next to them? I daresay that'd soften the blow of each weapon having its own ammo type. The standalone also has fewer weapons in general.

 

Also, complaining about text-based notifications when we know that it's probably that status icons are incoming seems... stupid. It'd be like whining that there isn't a proper sniper after seeing WiPs of the SVD.

 

I'm not sure what it is that 'the mod had'. Nobody seems to be able to quantify it; they just say 'it was better'. Now, I understand that the mod had more vehicles and weapons but the devs have said repeatedly that new weapons and vehicles are incoming, so are the mod nostalia people just being wilfully ignorant that the game is unfinished? Probably.

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The mod is a bunch of scripts, based off of a game that had a proper budget and a team of devs. You act like it was made from scratch. Make all players spawn without items. Make guns spawn in certain locations. Make a simple basic needs system. Done. The standalone is far more complicated at a basic level and has the potential to be so much more. The mod got stuck in a rut, which is why you see tanks and helicopter gunships driving around. It is inseparable from Arma2.

I have no problem with interchangeable ammo. I never played the mod, but didn't most guns spawn with a couple of magazines next to them? I daresay that'd soften the blow of each weapon having its own ammo type. The standalone also has fewer weapons in general.

Also, complaining about text-based notifications when we know that it's probably that status icons are incoming seems... stupid. It'd be like whining that there isn't a proper sniper after seeing WiPs of the SVD.

I'm not sure what it is that 'the mod had'. Nobody seems to be able to quantify it; they just say 'it was better'. Now, I understand that the mod had more vehicles and weapons but the devs have said repeatedly that new weapons and vehicles are incoming, so are the mod nostalia people just being wilfully ignorant that the game is unfinished? Probably.

Beef bacon , let me fill you in on why all these people are so butthurt over a crappy ,script ridden , mess of a mod ... The mod had helicopters, tanks , base building , a crap hero / bandit system that ruined immersion and free play styles , it was riddled with pvp and literally EVERYONE used global chat to TROLL (ya imagine ten retards in bright blue print yelping "gay gay gay everyone at balota is gonna die get REKT " ya you though the shit talking in SA was bad you should go experience the shitty global channel that was built into all the mods ).

The mods had no sense of survival, you hardly had to eat or drink you never goT cold , hot or sick (except for crappy zombie virus) you hardly EVER had to worry about zombies because there were so many of them they would bug out and half the horde would just walk through you and get stuck somewhere in the building , eventually forgetting you were ever there .. Oh and let's talk calibers of weapons and weapons in general , you just spawned in with your trust makarov (or revolver/ hatchet depending on the mod) all you now need to do is rush the nearest firestation for an automatic weapon , sound strange? It gets stranger ... You then find an UMP-45 at the bottom floor with five magazines , you say "agh that's not my absolute fav, let's check upstairs" . You proceed upstairs to find a beautiful cZ550 hunting rifle (with many clips mind you) ... You ignore the unrealistic fact that you just found multiple firearms in a goddamn fire house and rush outside to the sound of a helicopter , you then swiftly shoot it down with the hunting rifle (this is where CALIBERS start to get weird and again unrealistic) how the FUCK did I just take down a heli with a hunting rifle ? Shot the gun through the window , he was at least 500 meters away, yet somehow my magical bullet took his ass out ... Exciting ? Yes , fun and realistic to a point of playing it all the time ? Definitely not .

Another thing that's been mentioned is the base building, well I have to say it was exciting in ONE mod (dayz aftermath) but besides that it was always unrealistic, and clunky. There was no barricadin like standalone is working on , locking cars was only available in certain mods and there was no locking of buildings , oh and almost 85% of all buildings were UNEnterable ... The only reason why these people are so obsessed with the mod is because they truly aren't the type to be playing a survival game , I mean in Every one of their arguments they say that the simple UI from the mod needs to come back because they can't be bothered reading status messages (which are turning into a Toggleable UI soon) and also that the calibers and weapons are all wrong yet they are SO much more scarce than in the mod , and what weapon are you so concerned about that has unrealistic interchangeable properties ? Last I heard the mosin and blaze are using their proper ammunition now .

Face it guys the mod was and still is complete crap , it was a gimmick back then because nothing compared to it but yet it still didn't live up to it's Survival name because of many many engine limitations and terrible design decisions (like keeping global chat while trying to maintain an apocalypse feel. Yu can always see little kids shit talking over global) the spawn system was so simple and easily abused , there were waaaay more cheaters , almost every server had access to their own database If they knew what they were doing so they could change their server to a 1 million vehicles high PVP server... The mod was ok but in reality all it was was a huge PVP fest with hardly any potential , I've had SO MANY more exciting moments in standalone than the mod , and I played the mod for 2 years ( and many different mods as well like I Said dayz aftermath was the ONLY mod to get close to the survival feel that standalone gives me .

Long story short : don't just get nostalgic for things because you can , truly look back and see how riddled the mod was with problems In the design : too many weapons all over with too much ammo, unrealistic ballistics, vehicles too easy to find and repair , pvp far too prevalent because there's no way to damage clothes or equipment , zombies were a joke and really just annoyed you instead of making you fear them, huntin was too simple , global chat was allowed, too many bugs not being fixed and swept under the rug to this day even ... Many many more bad things and the only good things was that the game was simple enough to hunt , make a base , and have some PVP but you people got too obsessed and are now hurt over the fact standalone is finally taking away from PVP and closer to a mix of survivals and PVP !

If you haven't played the mod , well then yu are lucky to see the greatness that is dayz standalone first , because even though the mod had base building and all types of vehicles it was just a terribly designed game based off of another game that didn't suit it's needs , dayz standalone has WAYY more potential we just need to wait to get to the content the mod has and when it reaches that stage standalone will have 10 times as much content seeing as all this "extra stuff" that the OP think is a waste will be added as well.

Edited by Grapefruit kush
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This isn't the first time I've seen comments like this from different posters, but what exactly is everyone saying has been watered down?

What are people saying that BI has dumbed down to cater to apparently console based players or people who want a more mainstream game?.

 

People that played the mod in the early days experienced a singular fantastic feeling, because the genre of the game was new, and thus everything was experienced as being far more scary and tense than what (with hindsight) it really was. SA is far more ambitious and on the road to becoming a lot more advanced and intricate than the mods ever were, but it is still just another reiteration of the same genre. So that feeling of everything being scary and awesome and realistic is not quite as it once was. However that has nothing in the least to do with the game, that is all in the mind of the gamer.

 

To sum it up: Mod players miss the excitement of early mod days, something that was mainly occurring because it was a new experience. SA can never fully give them that experience no matter what the devs do or how good the game is becoming.

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People that played the mod in the early days experienced a singular fantastic feeling, because the genre of the game was new, and thus everything was experienced as being far more scary and tense than what (with hindsight) it really was. SA is far more ambitious and on the road to becoming a lot more advanced and intricate than the mods ever were, but it is still just another reiteration of the same genre. So that feeling of everything being scary and awesome and realistic is not quite as it once was. However that has nothing in the least to do with the game, that is all in the mind of the gamer.

 

To sum it up: Mod players miss the excitement of early mod days, something that was mainly occurring because it was a new experience. SA can never fully give them that experience no matter what the devs do or how good the game is becoming.

 

That's not entirely true.

 

Sure,the early mod DayZ were unique and the air of excitement was still fresh.

But some things completely separate the 2 titles,allow me to give a couple of examples...

 

In the mod : No meele,freshpawns were defensless and that made everyone ultra cautious and fearfull of their surroundings.

In the SA : Meele system,freshpawn boxing in the coast is common and everyone is not so cautious or fearfull of their surrounding.

 

In the mod : Zombies were weaker but had an advantage in numbers,they made the player use extreme stealth and look for shelter.

In SA: Zombies are stronger but are way less in numbers.they make the player use stealth but are manageable.

 

In the mod : Bloodbags and Vehicle Repairs gave an incentive for teamwork,KOS was still pretty common.

In the SA : There is absolutely no reason against not KOSing someone,KOS is another way to say hi!

 

In the mod : Night gameplay was terrifying,pitch black nights were cruel with no one to hold your hand,i remember waiting for the moonlight to navigate myself.

In the SA: Night gameplay is non existant,grey nights and gamma exploits ruin the experience,flashlights are junk gear because it's unnecessary.

 

In the mod: Despite it being a mod,there were hardly any problems with persistance,the system allowed one geared character per server.

In the SA: Persistance has multiple issuses and wipes are common,but the system allows characters to save across the database of all servers.

 

In the mod: Animal hunting was an effective way to resupply with blood,it was more than a high nutrition meal.

In the SA : Animal meat offers quantity and high nutrition,it doesn't reward players further.

 

In the mod: No clothing,everyone had his preset clothes and changed depending on hero-bandit system.

In the SA: Large variety of clothing,temperature system and no hero-bandit system.

 

In the mod: Large variety of weapons imported from Arma 2,no attachment system.

In the SA: Less variety but higher quality of weapons remodeled from scratch, with attachment system.

 

These and many other small differences may seem insignificant at the first glance but really make a difference to the eyes of some players.

 

 

 

 

*Edit:Sorry for the long edit,post felt unfair.

Edited by Damnyourdeadman
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I'm similar played the mod early, not a crazy amount (too buggy), just liked Arma too much. Also, I hate balancing, but I'm not worried about that. I'll agree with OP, as far as, breaks are needed. Pacing yourself with the development is mandatory. When the SA alpha was released, it was very promising, little did I know nearly every system in the game was going to be replaced, along with the engine, renderer, etc...

All these systems are on the verge of implemention, it's really hard right now to see how it was all so necessary. I don't agree that all is too little too late. That will make no sense in two years time looking back when you are playing again.

Reality is, you can't give judgement on this test version, no matter how much you want to.

Edited by Coheed_IV

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That mod created by one guy is still superior to a SA version that had a proper budget and a team of devs.

none of the Mods, not even vanilla, were "created" by one guy. rocket may have had the idea, but to say he wrote every script/texture/animation is just not true. that said, if i am wrong, i will happily eat crow if corrected by a dev or someone like R4ZOR49.

 

i agree with badash, damnyour & coheed, all make valid points

 

...i enjoy both the Mod (mostly vanilla) and SA, but SA has never reproduced the same level of fear/anxiety that i had the first couple of runs in the Mod. i remember perfectly the first run...low crawling into Balotta airfield...getting eaten after finding my first rifle, thinking "i have a weapon, i am badass now". learning that zeds can climb ladders...lol. the thing about it though is i never expected the SA to exactly replicate those first impressions. SA is filled with tension and in my estimation, more immersive, and has been since released into EA, but regardless of what they do in SA, the Mod was first. that doesnt make it any better or worse, nor does it negate or lessen anything that comes after it. if people could learn to temper their expectations a bit i think things would be more enjoyable for them and all of these negative comparisons become moot...just my humble opinion.

 

having said all that, i always get a laugh out of the "monkeys throwing shit" some of these threads produce :)

Edited by thznutz

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SA was never going to recapture that feel of the early mod for various reasons. However, the reason this game is a failure in my eyes is that it has failed to improve over the mod in any area that really matters. In other words, things that made DayZ, DayZ are not better than they were even in early mod versions. Not to mention in a lot of ways the SA is actually still inferior. I bought the SA to support the development and I come back to it every couple of months to see what's new and what's been changed but sadly I don't see it ever capturing my interest in the way the mod did. All the people I used to play with feel the same way.

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I both agree and disagree. I once looked back at the Mod through rose-colored glasses, but after returning to it recently, I realized how evil nostalgia can be. Both have their pros and cons, however, we still have a voice when it comes to the Standalone.

I suggest you stay rather than quit and offer constructive criticism rather than cynical sob stories of how much you dislike it. Even if it ends up as a steaming pile of crap, you can at least say you tried, right? (;

Holy crap... I actually agree with something you said :)

 

Mod was great for various reasons. But here are some things that I loved in Mod that it seems players think isn't a part of DayZ:

 

  • Hero/bandit system.
  • Mountains of glorious weapons.
  • Mountains of glorious vehicles.
  • UI with icons.
  • Global chat.

 

All of that shit was fun and when it was no longer fun I would play some "hardcore" mod like DayZero. People also say that all that shit is not a part of DayZ. Honestly, I hope someone makes a DayZ classic mod for SA.

"Player seem to think isn't a part of DayZ". Yeah, not a loaded statement or anything. Your opinion is fact -- got it  :rolleyes:

 

To sum it up: Mod players miss the excitement of early mod days, something that was mainly occurring because it was a new experience. SA can never fully give them that experience no matter what the devs do or how good the game is becoming.

This x 1,000,000. The whining becomes even more pointless when you realize that what they really want is literally impossible to obtain because it's completely intangible.

 

In the mod: Animal hunting was an effective way to resupply with blood,it was more than a high nutrition meal.

In the SA : Animal meat offers quantity and high nutrition,it doesn't reward players further.

I guess you don't ever hunt then. When you kill an animal in the Standalone, you get: meat, pelt, bones, fat, and guts. All of those things can be used for something except the fat, which will have a use in the near future for cooking. Hunting is also getting more and more difficult due to animal AI, so it's also becoming more rewarding in the sense of being a challenge.

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I guess you don't ever hunt then. When you kill an animal in the Standalone, you get: meat, pelt, bones, fat, and guts. All of those things can be used for something except the fat, which will have a use in the near future for cooking. Hunting is also getting more and more difficult due to animal AI, so it's also becoming more rewarding in the sense of being a challenge.

 

Well yeah,i don't argue with that.

But as things currently stand hunting in the mod remains more rewarding than the SA.

We still lack the incentives and means to promote it as a viable gameplay mechanic.

 

If i rememember correctly a steak was around 2000 blood and that was kind of a big deal in the mod,having a cooked steak was equivalent to a first aid kit.

However in SA there's no much need for cooking,players don't bother making bows and leather working is way too demanding for such low quality items.

 

Maybe the updated,upcoming loot system is gonna make the difference,we'll see!

 

 

Edit:Engrish

Edited by Damnyourdeadman

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I suggest you stay rather than quit and offer constructive criticism rather than cynical sob stories of how much you dislike it. Even if it ends up as a steaming pile of crap, you can at least say you tried, right? (;

That's the thing.  OP made a thread/big announcement saying that he's going to stop playing until the final product is done.  So the post is just some whining about alpha from some guy who played the mod.

 

I'm guessing these aren't even his final thoughts.  My bet is on the fact that he'll post again.

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However, the reason this game is a failure in my eyes is that it has failed to improve over the mod in any area that really matters.

What... this is a game? You can say it's moving slow, because it is, or say its buggy, because it is, you can say you don't understand development, because you don't.

 

But, you cant judge the game a failure, because it's not a game. You want to play it like it is, guess that worth something. Take time to understand what a alpha stage is about, you clearly don't.

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That mod created by one guy is still superior to a SA version that had a proper budget and a team of devs.

This is true in many respects considering the SAs current state. 

 

But I think for me in many respects I am going to reserve all final judgement of the SA until it is complete I think what were seeing here is a issue that we see with early access games. There incomplete when you buy it is still vary much in development. These games are played by average players. die hard players but not STEs. Really average players and die hard players even if they have a background in software development or IT, they really buy steam games too have fun. I really don't expect them to have to know how the development process works, unless they really wanted to know. Some are interested, but most just want to have fun and play, For those who want just have fun and play, early access games can be painful. Of course there is going to be bitching. What do they expect? Early access is a double edged sword. I really only think it works well in SOME cases. Like indie game company, and with really interested player base, were they really are part of the dev process thats. Naval Action is a perfect example of a really good early access and they have a really good reason to early access. They simply wound not be able to make the game otherwise. But not half the steam store.  With DayZ there was the mod 1st and then the SA. Many players of  DayZ set the bar pretty high because we know what the ARMA 2 engine and mods like DayZ are capible of. The bar is set high for the SA and in a way is victim of the MODS success. We want to see those features in dayz sa. The problem is going to be a while because the SA is vary much its own game, they started from scratch. So hopefully at the end of all this the SA will be better then the mod. We will see.  

 

One thing I will say vary positive, is since I played starting in Feb 2014, it really has come a long way. But it still really does have a long way to go too. The path is set for the SA and there is going to be more growing pains in the future. So really I will really just wait and see.

Edited by CJFlint

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I've been taking a break recently for several reasons. It's not that I don't love it, it's just that I don't want to burn out before the next big update. The community, especially outside observers, has been especially negative lately. And I'll be honest, just hearing some of those things fills me with rage. But I shouldn't get mad over a bunch of dickheads opinions, over the internet especially. Maybe a break is just what I need :/

 

Also, why final thoughts? Hasn't even hit beta, you're jumping ship to early imho

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What... this is a game? You can say it's moving slow, because it is, or say its buggy, because it is, you can say you don't understand development, because you don't.

 

But, you cant judge the game a failure, because it's not a game. You want to play it like it is, guess that worth something. Take time to understand what a alpha stage is about, you clearly don't.

Yes, it is a game. What people like you who think they understand development call alpha these days are not real alphas. Real alphas certainly don't have a couple of million players who paid in order to have a privilege of "testing". It doesn't even matter anyway, DayZ mod was an alpha as well. How's that for an excuse?

 

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The mod was a modification for arma 2.. a military simulator.

 

Standalone was meant to be a zombie apocalypse simulator.

 

 

When things start to get hard and you only have the real DayZ players, will shall see you again.

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Yes, it is a game. What people like you who think they understand development call alpha these days are not real alphas. Real alphas certainly don't have a couple of million players who paid in order to have a privilege of "testing". It doesn't even matter anyway, DayZ mod was an alpha as well. How's that for an excuse?

 

Actually, it's a development build, not a game.  Learn the difference

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What... this is a game? You can say it's moving slow, because it is, or say its buggy, because it is, you can say you don't understand development, because you don't.

 

But, you cant judge the game a failure, because it's not a game. You want to play it like it is, guess that worth something. Take time to understand what a alpha stage is about, you clearly don't.

 

You have a very condescending tone for someone that clearly has no previous experience with the software development process. This game would not be considered an alpha build outside of the early access process. It would be "pre-alpha", meaning it is not even ready for public testing. The Early Access release model allowed game developer (like Bohemia) to release software that was still in the implementation/development phase of the dev. cycle to the general public.

 

I will, briefly, detail how typical software applications (including games) are developed according to my experience.

  1. You start with an idea. A list of features that you would like in your app.
  2. You create requirements for the implementation of that idea.
  3. You analyze your current software solutions against your product requirements.
  4. You build a minimum viable app. This is where the majority of development comes into play. There is all sorts of automated and internal testing that goes on in this phase.
  5. You are now ready to release the app for public testing (e.g. your alpha and beta testing phases).
  6. You can now release the first version of your app or go back to step 1.

Now, people are assuming DayZ is already at step #5 because Early Access devs love to use "alpha testing" as a blanket term for all "public testing". But I am pretty sure DayZ skipped a bunch of steps and went from an idea, to developing that idea, to realizing their current software wasn't viable for that idea, to evaluating their software, to creating requirements, to developing their software, etc. All the while the game was released for public testing (not free but at a cost to the end-consumer.)

 

I hope this helps you understand why people get confused about a game that has been in "alpha" for this extended amount of time. A 2-3 year alpha is not normal. It is, also, not bad. But, please, stop talking shit about how people don't understand something when you are, clearly, confused as well.

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One last thing to add, then I am going to shut my cake hole for a while.. :lol:

 

With .55 stable we have sine positive changes in my view. Zombies are more of a challenge to deal with and have much better AI. There are real tactics you can use to avoid the, stealth. I had to fight a few of them, right off I noticed shooting them was the best way. Loot count is also better, it more scarce, which vary much turns it into a survival game. This is good. BUT with these new challenges in place, persistants really needs to work well all the time. When I played .55 stable it did not work well at all, in fact I lost allot of stuff, by putting faith into it. It vary wishy washy right now. So if there is one thing that really needs to get dialed in 1st, In my view that is if it is indeed going to turn into a real survival game. 

 

That really should be looked into. I think in its the current state of the SA with persistants working really well, it would make it so much better on all servers. I can deal with the truck bugs, server wait times/crashes, bugs and the heat turned up. But we need to be able to store gear, make a camp, ect ect. Now I know some servers work way better then others. Its tribal knowledge which ones they are, they ALL work well across the board. Otherwise why even play.

Edited by CJFlint

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These and many other small differences may seem insignificant at the first glance but really make a difference to the eyes of some players.

 

They do make a difference in gameplay, however they will only have little effect on how that gameplay is emotionally received by players. You simply won't relive that feeling of the freshness, mysteriousness and wonder at playing a new game for the first couple of times, that is not how the brain works (unless you have a memory impairment of course). Experience and a certain measurement of routine kicks in, and that is just something we have to live with.

I still get the adrenaline pumping in just about every session of playing DayZ, which is more than I can say of any other games I have ever played, but that feeling of complete and utter immersement and fear of being in a new and unexplored apocalyptic world, where you are not fully aware of the scope of the game in any other way than you know that it is immense and different from anything you have ever played before, a feeling which will provide you with the biggest kick any game can ever provide, is unfortunately not an option anymore, no matter how much I try to deceive my brain into thinking that it will.

It is completely valid to bring up points of critique in the game, suggestions on how features could become better, like the list of features you presented, that is one of the main purposes of a forum such as this one, however one should be aware of the rationale for the criticism and not base it on an ideal that was an ideal more on account of the novelty of the concept than on the singular features of a game. I agree with many of your points (not least concerning the darkness of nighttime), I do believe some of them will change SA for the better, but the sum of them wont bring back that which you once experienced.

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They do make a difference in gameplay, however they will only have little effect on how that gameplay is emotionally received by players. You simply won't relive that feeling of the freshness, mysteriousness and wonder at playing a new game for the first couple of times, that is not how the brain works (unless you have a memory impairment of course). Experience and a certain measurement of routine kicks in, and that is just something we have to live with.

I still get the adrenaline pumping in just about every session of playing DayZ, which is more than I can say of any other games I have ever played, but that feeling of complete and utter immersement and fear of being in a new and unexplored apocalyptic world, where you are not fully aware of the scope of the game in any other way than you know that it is immense and different from anything you have ever played before, a feeling which will provide you with the biggest kick any game can ever provide, is unfortunately not an option anymore, no matter how much I try to deceive my brain into thinking that it will.

It is completely valid to bring up points of critique in the game, suggestions on how features could become better, like the list of features you presented, that is one of the main purposes of a forum such as this one, however one should be aware of the rationale for the criticism and not base it on an ideal that was an ideal more on account of the novelty of the concept than on the singular features of a game. I agree with many of your points (not least concerning the darkness of nighttime), I do believe some of them will change SA for the better, but the sum of them wont bring back that which you once experienced.

 

I agree with that sentiment but it's also a fact that the mod delivered an overall different experience to the player.

If the adredaline is like 1 in the SA it's safe to say that mod was 10 and that's not only based in the fact that the mod was new and exciting.

 

But why is that?

Let's go back in time and reminiscence on what it meant to be a freshpawn in the mod...

 

Melee didn't exist back then,as a freshpawn you had absolutely no way of defending yourself against bandits or zombies.

I remember bitting my gut in fear not to be spoted and in the sight of an armed player,the feeling intensified tenfold.

 

That's not the case in SA,players go YOLO on armed dudes,punching away in hopes they land a headshot and render the poor sap uncouncious.

Mod bambies on the other hand,had no way of causing harm,that fact alone promoted player interaction big time.

 

Then bandits appeared,and took advantage of the poor defensless saps to steal them dry of all their equipment.

Although it should be noted,that at the time it was somekind of a taboo to shoot them as they didn't posed a threat to anyone.

As melee was missing,bambies had almost no other choice but to be cooperative and that further promoted player interaction.

 

Then heros appeared,with a mission to defend bambies from the hands of bandits.

Back then it was a more than valid playstyle,as there were people to protect and bad guys to shoot.

A lot of friendships flourished by that fact alone but the possibility of betrayal still existed.

Betrayal back then had a far greater magnitude than what we experience in the SA version.

People were geniounelly nice and nobody was faking anything,thus a betrayal was equivellant evil.

 

That's why imo the mod was a more accurate "human nature simulator" .

 

But that's just the tip of the iceberg,there are pleanty more reasons that contributed to the game's success.

Surely you remember how it was like sneaking through a city full of "scrapped vehicles" and "junk barricades",in fear of not alerting the whole village on your presence.

Or the pitch-black nights and the fear of turning your flashlight on and all those pesky NV sniper hunters.

 

What i'm saying is that SA should expand on the things that made mod a great and unique experience.

I know that's better said than done,but the game needs to introduce something fresh and new,which will make players again,look forward to their next game session.

This is something that is currently missing from the SA and we can't blame it soley on the "gradual lack of interest".

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This game would not be considered an alpha build outside of the early access process. It would be "pre-alpha", meaning it is not even ready for public testing.

I'm glad I'm not the only that knows how to be condescending , geesh. :rolleyes: And you thought the forum was boing lately? bwahahah

 

This is hypothetical I guess? it would be completely different without early access too, so what's your point? It probably would have moved out of pre-alpha by now without early access. They have bent over backwards making it playable at a cost to their efficiency. Come back to reality. Not sure how you thought I was confused though. :huh:

 

Judging a "game" a failure for not having features, while its not feature complete is just stupid. If you need to call it pre-alpha for this, who cares. What they're doing with Enfusion is not standard for sure. Your post didn't really enlighten me. There is nothing that can help me understand why people get confused about what they bought, it clearly states what it is.

Edited by Coheed_IV

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The SA isn't the mod. I thought that was pretty much the entire point of it?

But it's called DayZ.. Without mod on the end..

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